Tuesday, December 13, 2011

Project Code Named: Checkmate

http://frankpusateri.blogspot.com/http://frankpusateri.blogspot.com/
For Checkmate, the first thing I was asked to do was come up with a solution to building large cityscapes and vistas for the game.  The challenges required that it needed to be able to run on the PS3 at 40 fps on the GPU, and it needed to accommodate enough detail that we could snipe someone from further distances than ever seen before in a video game.

The first set of images you see here are the prototyped result of a straight-out build for the scene.  Later, in order to expedite the process for multiple levels, I built a snap to grid tile based system with a limited texture pallet.  The entire city is based on one building atlas with material tricks to vary up the over all look of the city.  After that, I would light the scene, and then bake down the lighting into a second UV channel, in two stages if necessary.

This became much more successful as the experiments turned into full on implementation.  Below showcases the prototype phase first , then the full implementation.  I hope you like it!  I'm confident with more time and evolved art direction this would've only gotten cooler! Too bad we lost the project. :(


PROTOTYPE: 

CLICK ON IMAGES TO SEE FULL RESOLUTION IMAGES












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